6、flashMc是一个MovieClip类,并把flashContent.content赋值给它,这样flashMc就相当于你刚制做的flash,你可以使用它来调用里面的函数;完整的代码如下
1、主程序文件TestFlex_Flash.mxml源代码:?
Mxml代码?
<?xml version="1.0"encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"layout="absolute" xmlns:local="*">
???<mx:Script>
???<![CDATA[
???????import flash.profiler.showRedrawRegions;
???????import mx.controls.Alert;
???????import flash.utils.Timer;
???????import flash.events.TimerEvent;
???????public function testf():void{
??????????Alert.show("已经调用");
??????????trace("ljlo");
?????????????var time:Timer=new Timer(1000,1);
?????????????time.start();
?????time.addEventListener(TimerEvent.TIMER_COMPLETE,invokeFlash);
???????}
???????public function loadSwf():void{
??????????//传入此flex对象
???????????Object(swfgame.content).setApp(this);
//????????????Object(swfgame.content).toFlex();
???????}
???????public function invokeFlash(inovevent:TimerEvent):void{
????????????//调用flash组件实例类对象的方法(myC为在flash帧中定义)
???????????Object(swfgame.content).myC.innerFunction();
???????}
???????public function parentMethod():void{
???????????Alert.show("调用父方法......");;
???????}
???]]>
???</mx:Script>
???<mx:SWFLoader id="swfgame" source="test.swf" x="174"y="75" width="330" height="200"creationComplete="loadSwf()"/>
???<!--TestComponent标签表示将引入*(同一)目录下的TestComponent.mxml组件-->?
???<local:TestComponentid="component">
???</local:TestComponent>
</mx:Application>
2、TestComponent.mxml源代码
Mxml代码?
<?xml version="1.0"encoding="utf-8"?>
<mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml"width="400" height="300" xmlns:local="*">
???<mx:Script>
???<![CDATA[
???????import mx.controls.Alert;
???????public function testf():void{
??????????Alert.show("class组件已经调用了....");
??????????trace("ljlo");
???????}?
???]]>
???</mx:Script>???
<!--下面注释掉的代码就是加载Flash制作的swf的,加载完成后,Flex就可以用swfgame这个对象的content属性表示调用该Flash程序的代码了-->???
<!--??<mx:SWFLoader id="swfgame" source="test.swf" x="174"y="75" width="61"creationComplete="loadSwf()"/>-->
????<local:VisualView id="view"/>
</mx:Canvas>
3、非可视组件VisualView.as源代码
package
{
??? importmx.core.IMXMLObject;
??? importmx.controls.Alert;
??? public classVisualView implements IMXMLObject
??? {
protected var view : Object;
protected var id :String;?????
public function initialized( document : Object,id : String ) :void
{
this.view = document;
this.id = id;
}
public functionVisualView()
{
}
public functiontestView():void{
Alert.show("调用无视图方法。");
}
Public functioninvokeFlashMethod():void{
??Object(View.parentApplication.swfgame.content).
?? myC.innerFunction();
}
???}?
}
Flash端程序
1、帧里(或者文档类)代码如下
Java代码?
import flash.utils.Timer;
import flash.events.TimerEvent;
var flexApp:Object;
function setApp(ap:Object):void {
this.flexApp=ap;
//myC.passFlex(flexApp);
var time:Timer=new Timer(1000,1);
time.start();
time.addEventListener(TimerEvent.TIMER_COMPLETE,toFlex);
}
var myC:MyClass=new MyClass();
????
//下面这个方法测试调用Flex程序代码的效果,通过下面的四个调用也可以看出Flex代码中各组件的从属关系???
function toFlex(eve:TimerEvent){
flexApp.testf();???????????????????//flash直接调用flex加载该游戏作用域内方法???
flexApp.component.testf();??????//flash调用flex子组件方法
flexApp.component.view.testView();??//flash调用flex非可视组件组件中方法
flexApp.component.parentApplication.parentMethod();??//flash调用flex父组件方法
myC.passFlex(flexApp);
}
2、Flash自定义类MyClass类源代码
???作用是为表明Flex可以调用Flash中对外公开的类的公开方法(只要是公开的类,就可以一级一级调用下去)
Java代码? package { ????????? ????????public class MyClass { ??????????????????public var myObj:Object=null; ??????????????????public function MyClass() { ??????????????????} ??????????????????public function passFlex(obj:Object) { ???????????????????????????//obj.testf(); ???????????????????????????myObj=obj; ??????????????????} ??????????????????public function innerFunction(){ ???????????????????????????//myObj.component.testf(); ???????????????????????????trace("i am from the flash inner class") ??????????????????} ????????} }